Medium or Small Humanoid (Any), Any Evil Alignment
AC 15 Corrupted Robes    Initiative +3 (13)
HP 50 (8d8 + 16)
Speed 30 ft.
Mod Save
STR 18 +4 +7
DEX 10 +0 +0
CON 16 +3 +6
Mod Save
INT 9 −1 −1
WIS 13 +1 +1
CHA 12 +1 +3
Skills Athletics +5, Intimidation +6
Resistances Necrotic
Gear Great Mace, Plate Armor, Shield
Senses Darkvision 120 ft.; Passive Perception 15
Languages Abyssal
CR 3 (XP 700; PB +2)
Traits

Aura of Corruption. Hostile creatures that begin their turn within 5 feet of a cultist must succeed on a DC 13 WIS saving throw or have disadvantage on all attack rolls they make that turn and they have a -3 to their AC until they leave the aura. Once a creature succeeds against this they are immune for 24 hours.

Unyielding Flesh. The Sentinel has advantage against being knocked prone, grappled, restrained, or moved against its will.

Actions

Multiattack. Makes two Great Mace attacks.

Great Mace. Melee Weapon Attack: +6 to hit 2d6+4 bludgeoning plus 1d4 psychic

Bonus Actions

Stand Before the God. (1/day) As a bonus action the Zealot absorbs dark prismatic energy that seemingly comes from nowhere gains:

  • Every ally within 15 feet gains:

  • +2 AC

  •  Advantage on Strength saves

    Until the start of the Sentinel's next turn.

Reactions

Corrupted Intercept. When an ally within 10 feet is hit, the Sentinel can use its reaction to move up to half its speed and become the target instead

Death Burst. When reduced to 0 HP, every creature within 10 feet must make a DC 13 WIS save.

Failure:

  • 2d6 psychic damage
  • Speed reduced by 10 feet until end of next turn.

Description

A humanoid cloaked in black hooded robes with the sigil of Naruk. These cultist are heavily armored and carry a shield. They have a faint dark prismatic aura around them. These are the protector Quelitië member. 

DaddyFreska

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